Learn to integrate Three.js with Multisynq for synchronized 3D experiences with interactive elements
This tutorial demonstrates how to integrate powerful third-party libraries like Three.js with Multisynq for 3D rendering. You’ll build a 3D bouncing ball simulation where balls bounce off invisible walls and an interactive central sphere that can be dragged and clicked.
Scan or click the QR code to launch a new CodePen instance. Try clicking on or dragging the central sphere to see synchronized 3D interactions across all users!
This tutorial assumes you’ve completed the Simple Animation tutorial as it follows the same architectural pattern extended into 3D.
Convert 2D pointer events to 3D object interactions using raycasting:
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function onPointerDown(event) { event.preventDefault(); // Convert window coordinates to normalized device coordinates setMouse(event); // (-1 to +1 on each axis) // Cast ray from camera through mouse position raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(scene.children); // Find draggable objects for (let i = 0; i < intersects.length && !dragObject; i++) { const threeObj = intersects[i].object; if (threeObj.q_draggable) { dragObject = threeObj; // ... initialize drag state ... } }}
function onPointerUp(event) { event.preventDefault(); if (dragObject) { // If no dragging occurred, treat as click if (!dragged && dragObject.q_onClick) { dragObject.q_onClick(); } dragObject = null; dragged = false; }}
// In MyModelthis.subscribe(this.id, 'reset', this.resetCenterSphere);resetCenterSphere() { this.publish(this.id, 'recolor-center-sphere', this.neutralGrayColor);}
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// In BallModel this.subscribe(this.sceneModel.id, 'reset', this.resetPosAndSpeed);resetPosAndSpeed() { this.position = {...this.sceneModel.centerSphere.position}; this.speed = this.randomSpeed(); // Position will be published on next step()}
Models must handle events to ensure synchronization across all users. Even if a view could handle events directly, involving the model ensures all session instances receive the same events.
Convert Three.js objects to plain JavaScript arrays before publishing as events. Multisynq doesn’t know how to serialize external library objects like THREE.Vector3.
// Update position based on model stateupdateSpherePosition(position) { this.centerSphere.position.set(position[0], position[1], position[2]);}// Update color based on model stateupdateSphereColor(color) { this.centerSphere.material.color.setHex(color);}
// Dispose of geometry and materials when no longer neededdispose() { this.sphereGeometry.dispose(); this.sphereMaterial.dispose(); this.renderer.dispose();}
// Combine Three.js with physics enginesimport * as CANNON from 'cannon-es';// Create physics worldconst world = new CANNON.World();world.gravity.set(0, -9.82, 0);// Sync Three.js visuals with physics simulationupdatePhysics() { world.step(1/60); this.ballMesh.position.copy(this.ballBody.position); this.ballMesh.quaternion.copy(this.ballBody.quaternion);}
Use standard import methods and initialize in view constructor
Event Handling
Implement proper throttling and convert coordinates carefully
State Management
Keep 3D objects in sync with Multisynq model state
Performance
Optimize rendering, reuse geometry, and manage memory properly
This tutorial demonstrates how to create sophisticated 3D collaborative experiences by combining Multisynq’s synchronization capabilities with Three.js’s powerful 3D rendering. The same patterns can be applied to other 3D libraries and more complex applications.
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